RPG Books
Related Subjects:
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152

Used price: $4.00
Collectible price: $15.00

Background great - Info LittleReview Date: 2008-07-15
Fantasy in its best formReview Date: 1999-09-18
The best adventure book for AD&D ever!Review Date: 1998-06-10
The One and OnlyReview Date: 2002-03-27
Margaret Weis writes: "DL Adventures expressed the DL team's vision of the world, a vision we want to try to recreate with our work at Sovereign Press. I will state here, without apology, that DL Adventures will be taken as the foundation for all things Dragonlance with certain exceptions where applicable (such as the flawed time line)."
DLA provides an overview of the world of Krynn and its history, with a focus on how to run an AD&D campaign in Ansalon set after the War of the Lance. These are some of the main sections in DLA:
"Lot in Life" -- Classes specific to Dragonlance: Knights of Solamnia, Tinkers, Wizards of High Sorcery, and Holy Orders of the Stars (includes information on the 21 gods);
"The Races of Krynn" -- Information on the Krynn-specific PC races and subraces: Kender, Gnomes, Elves, Dwarves (and Gully Dwarves), Irda, and Minotaurs.
"Creatures of Krynn" -- Monsters unique to Dragonlance, including Draconians and Krynn Dragons.
"The World that Was" -- Information on Krynn Pre-Cataclius, including a Map of Ansalon, a timeline, NPCs, and ancient magical items: Dragonlance, Device of Time Journeying, Staff of Magius, Hammer of Kharas, Bloodstone of Fistandantilus, Orb of Dragonkind, etc.
"War of the Lance" -- Information on Krynn Alt-Cataclius, including a Map of Ansalon, a timeline, political conditions, climate, NPCs and PCs of the Legends Trilogy (post-War of the Lance).


Execellent Document of Martin's WorldReview Date: 2006-11-07
Roleplaying, schmoeplayingReview Date: 2006-04-19
I redesign the character sheet (the one it came with sucked which is the only complaint I have about it) and it brought a tear to my eye not having to worry about spell slots or any of that sort of mess.
No magic, magic items, Power Word: Kills or some god coming down to smite you. It is just you, the enemy and the ground in-between. You make your own in this world, you forge your way through either might or wisdom, sword or diplomacy.
Like a great man, a Giant of a man some might say, once said, "It is not so much what we do as why we do it." When you could run away in fear for your life but you chose to stand and regain your honour, right your wrongs and possible make your world a better place to be even it it meant losing your own life, then you know you have struck gold when it comes to a roleplaying campaign.
Sure it has all the levels, skills points and the like but to be honest, I never cared about the levels in this game. I think whatever age or level we start off with is fine by me.
If you are a D20 vet and wanting to try this, take time to learn how Reputation and Influence works. It is a little different but it adds a lot to the world.
If for nothing else, my brother, "Mister Casual About All Things Gaming", can't stop talking about the game. That is for the first time in 15 years. That is the greatness of A Song of Ice and Fire.
Great purchase - even for non-gamers.Review Date: 2006-02-22
Gorgeous artwork & fascinating bios of the characters of George R.R. Martin's books are the main highlights of the book for non-gamers - but the more you delve into the mechanics of the game, the more insights into the world it reveals.
And another pleasant surprise - an introduction including a very detailed & impressive overview of the history of fanstasy writing. Given me lots of new (to me) writers to check out.
Awesome!Review Date: 2006-02-01
Some of the rules are a bit clunky and take a bit of effort to switch over from standard D20, but overall makes for a MUCH better experience.
Used price: $2.38
Collectible price: $95.08

excellent, a must have if you're playing with the Sentinels!Review Date: 1999-07-06
Excellent Sourcebook to the Robotech RPG that allows you to play during The Invid Invasion timelineReview Date: 2006-02-25
Live the Show Robtech the Next GenerationReview Date: 2003-11-12
A good book but it has some shortcommingsReview Date: 1999-12-21
As a GM, I have found the best way to play this book is either changing the story so that the players replace Scott Bernard's group, or else plating it in another part of the world than North and South America. Even with the questionable exisence of the Vindicator, the book is very good overall

Used price: $46.96

Really explosive !Review Date: 2008-08-02
Great book !
Very Good Book as a ReferenceReview Date: 2008-06-02
Another great Cozzi GoldmineReview Date: 2008-02-25
Good source of useful informationReview Date: 2007-07-03


Pull those old records off the shelf... or in this case world books.Review Date: 2006-03-13
The Book itself brings my review to a 4. It's a little pricy and could use a 5 dollar markdown based on the number of pages. The organization is built too much for DMs rapidly learning the rules, spacing special rules out of the main ruleset at the cost of easy reference. The illustration is a little lackluster. However, if youre actually going to use this book for its purpose, playing RPGs, then you are missing out on a lot by not picking it up.
The rulesystem is great for reliving old campaigns or finally playing that one RPG you could never get going because the character creation and dice pools were too painful. Conversion is quick and easy, d20 systems are a breeze and have most of the work done for you in the book itself. Play that Al'Quadim or Greyhawk campaign thats molding on your shelf or play Invid Invasion without 16 attributes and 47 skills (sorry Mr Siembieda).
A Battle Mat or Grid is really nice. So are minatures. Speaking of Which you can also run Miniature battles rapidly in this system too. Requires the standard set of seven polyhedral dice, a couple extra d6s and d8s couldnt hurt. But nothing like the three pound bags of dice I use to play warhammer.
The next step in role playing Review Date: 2005-08-29
At first I wasn't sure if I was pleased or not. It certainly wasn't Deadlands. Loosely based on the Deadlands mechanics(and I mean loosely), the game, as advertised on the back, was a mix of RPGs and wargaming.
Don't fret. This doesn't mean that the game is a wargame with some RPG elements. What it is is a role-playing game with all the unecessary elements cut so that the game is just as advertised: fast, furious and fun. Miniatures can make the game run more smoothly, since the combat system relies on such elements as cover, lying prone, distances and so on. You can run the game without minis, but the beauty of the system is that you can run a battle with dozens of characters. In a case like this minis are pretty much a necessity, but the battle will still run only an hour or so. I've played D&D games where a battle with a few orcs and a wizard took longer than that.
Character creation can be done in five to ten minutes. Does that mean the characters are flavorless and one-dimensional? Not by a long shot. I sat down in a half hour and created four characters, all very distinct from one another. This is great for new players, both to RPGs or to Savage Worlds, as they can jump in in mere minutes - literally - with no loss of personality. Indeed, without eight pages of character stats the character is fleshed out more, because he or she is not just a pile of numbers. There are plenty of options without extraneous skills. A rule of thumb is that if a skill isn't used every couple sessions at least, toss it. Why create a special skill in Singing if someone uses it every couple of months? If it's a major part of your world for some reason, the book suggests, perhaps create a skill called Perform that covers singing, dancing, playing an instrument and so on. In most cases though, these skills are rarely used. The book covers the skills that most campaigns are going to contain. Again, quoting from the book, nobody needs to keep track of their skill in pumpkin carving.
Don't misunderstand; this isn't D&D for Dummies. In fact, in some ways it's more realistic and combat much more deadly. An advanced hero going against enemies with guns isn't going to just soak up the bullets because he has a lot of hit points. A called shot to the head can take him down. Similarly, a hero might be able to fight through a good bit of orcs, but if they really team up they can take him down. The game can certainly build POWERFUL heroes, but not heroes that have a license to be stupid under the pretense that they have enough hit points to soak up the attacks.
See, the game doesn't use hit points per se. It uses a system wherein a hit either wounds or it doesn't. Stats, damage, armor and so on are all incorporated into a couple simple rolls to keep combat going with little bookkeeping necessary.
Right now hundreds of fans are working on their own adaptations for Star Wars, Lord of the Rings, Shadowrun, various D&D campaigns, movies, books, comics and so on. Great White Games themselves have a number of great campaigns such as Evernight, Necessary Evil and Rippers. In addition, Deadlands Reloaded and Hell on Earth Reloaded are also being released.
I'm in the process of selling my D&D books. I hate having spent so much money for them... thousands, probably... but I no longer feel I need them. I'm perfectly content with Savage Worlds and I don't see that changing.
If you have your doubts, play a few games with the system. At first you'll feel it's too simple, but as you play you'll find that things pretty much even out. A human is still going to get beaten down by a troll. An advanced hero will still slaughter a novice. The only difference is it's faster. Less rolls are made to accomplish the same ends, and what's wrong with that?
Good book. NOT $50.Review Date: 2007-08-11
Savage Worlds draws its cash not so much from this book (there are no setting rules or anything here), but from the Setting books released for the SW system: Deadlands, Pirates of the Spanish Main, 50 Fathoms and so forth.
Instant classic for beginners and veterans alike!Review Date: 2007-05-24
Many systems appealed to me over the years. D&D never cut it with me, and Iron Crown Enterprises had great source material but involved overcomplicated rules. Chaosium products were amongst the greatest, good for source and great rules, although some limitations turn up in that system as well. White Wolf's Storyteller system was a revolution when it came out - heavy on source but light on rules - and what this did was change many gamers' perceptions that rules-lite rpgs could also be 'serious'.
Enter Savage Worlds - heaps of pulpy source books, very easy to GM, but unfortunately no where near as mature in tone as Chasium or White Wolf products. This is unfortunate, but don't let that put you off because as far as rules goes, this little game has got to be one of the simplest and also one of the best.
A very simple skill system that works well on many levels, and can be used for many different situations and genres. No artifical hit point system to make your character feel like a computer toon, but instead a measure of capacity, which makes non combat traits just as important - your character can be made incapable by wounds, but also demoralised with a battle of wits, or frightened beyond functioning. Other games have these rules as additional rules, but in this system they are part of the same core mechanic, making a scholar just as capable as a warrior in dangerous situations, if used the right way.
Game Mastering has never been simplier, and mass battles are handled with ease. Crossing over settings is a breeze, I have just crossed Decipher's LOTR into the SW system and it actually works better, just a few tweaks for the setting and Bob's your uncle. Presently I'm converting Mongoose's Conan into SW for a Hyborian game, and then I may even attempt my favourite fantasy gaming world, Glorantha, which will make an old gamer happy.
For value for money, the rulebook looks slim, but the content is great as this system handles most genres with ease, and I doubt I will buy any other game as I can easily play any setting with these rules. Whether its a hack n slay fantasy romp; a game of secret agents and investigation; Cops and Mobsters; Pirates of the Caribbean; Cyberpunks of the future, or Rousabouts of the Wild West - this game has got it. I just found a SW version of Star Wars on the forum site, and it covers that setting brilliantly, as good as the official game but with a better game engine. The only game that I believe comes close in some concepts is Green Ronin's True20 sytem, although it is needlessly clumsy at times, a legacy from the D20 system and SW wins here.
The published settings are very pulpy but a lot of fun, and well worth the purchase; however the system is so good that many will want to play their own settings.
A lot of fun for players, and an absolute dream for Game Masters - Roleplaying has finally arrived!

Used price: $14.94

A fantastic book about games.Review Date: 2008-09-27
You really should check the book out its great for any gamer out there.
great gaming coffeetable bookReview Date: 2008-03-12
Well Researched, Well Thought OutReview Date: 2007-12-06
I was extremely impressed with the amount of research which had obviously gone into the production of Volume 2, as well as the new features which had been added for the individual game listings and ratings. These additions show that the authors listened to those who took the time to give them feedback on Volume 1, and as such have made themselves a part of the gaming community in a way which some authors never achieve, no matter how knowledgeable they may be on their topics. Another interesting sidenote was seeing another book which I am in process of reviewing featured in a sidebar in this book. As a journalist with a heavy research addiction, I always consider how useful a publication will be to me on my endless quest for knowledge, and The Book of Games Volume 2 passed that consideration with ease. There are many, many sources for further reading and education.
While The Book of Games Volume 1 was a handy reference for the parents and relatives of gamers, Volume 2 fully opens up the changing videogame industry, from development to tournaments and beyond. The authors have successfully put the industry into a nutshell - one which gamers, teachers, parents and even grandparents will appreciate. This volume has every component of the videogame world between its covers, and takes a look at every aspect in a well-worded, well-researched, and well-presented manner. Every chapter contains evidence of how videogames have become an integral part of our lives in the 21st century - from those who pick up a quick game of solitaire to those who travel the pro-gamer circuits. One photo I could immediately relate to was that of Norway's Olav Undheim, winner of the 2007 World Cyber Games Grand Final Warcraft III Tournament. I saw that match, along with all of the other events held on that final game day in Seattle this past October. I was there when Olav hoisted that $ 20 000.00 cheque over his head at the medals presentation - and that's what this industry called videogaming has at its core - a vibrant, global community - one which we experience at our own annual LAN tournament, and one which The Book of Games Volume 2 has opened to the world.
I think that this book will do more to bring an understanding of the videogame culture to non-gamers than any collection of web sites and media articles could possibly do. Parents everywhere will benefit from this book, while gamers will embrace this book for the validation it brings to our gaming culture. The Book of Games Volume 2 is an excellent counter-weight to those who vocalize loud and long their negative views on the gaming industry as a whole. I challenge those who, without really understanding what videogames are truly all about to pick up this book and read it. Understand what draws those of us who game into our multi-pixelled worlds. The artwork is amazing, the music is incredible, and the passion insurmountable. As the owner of a company which has been trying unsuccessfully for three years to obtain a business license for a digital media centre for youth in our hometown, I would love to see the members of our Township council who oppose us, as well as those in the licensing department who insist on calling us an arcade, read this book. The Book of Games Volume 2, I believe, will become a very useful tool for those of us who are not only proud members of the gaming culture, we support the up and coming designers of tomorrow and all of the possibilities the world of gaming has opened to them, whether they become game designers, engineers, architects or even doctors.
I whole-heartedly give The Book of Games Volume 2 a five star rating, and if there have been this many improvements in the series just between volumes 1 and 2, I can hardly wait until I get a look at Volume 3 which will be out in November 2008. To the authors I say "this is a work to be proud of, a job very well done."

Used price: $7.84

OOOOHHHHH SSSWWWWEEEETTTTT!Review Date: 2006-11-10
SUPER AWESOMEReview Date: 2006-08-20
An amazing book of d20 Hyborian Age magicReview Date: 2006-02-07
"The Scrolls of Skelos" is intended for use with the Conan RPG, but any good GM should be able to find plenty of inspiration in it for (mostly NPC) magic. Magic in the Hyborian Age is frequently tied to "evil" acts, and acts of mind-shattering cosmic horror, so the average good or neutral PC won't find much of use in "The Scrolls of Skelos," but sometimes it is necessary to "fight fire with fire" as Xaltotun learned in "The Hour of the Dragon" when the aforesaid "Heart of Ahriman" wound up in the hands of a *good* priest, and not a Stygian or Anacreontic necromancer. Conan fans will know whereof I speak.
I give "The Scrolls of Skelos" 5 stars and wish that I could afford the main rule book, too! (The revised one, please, not the one with all the typos!)
Used price: $4.25

A game that made RPG history... for its controversyReview Date: 2006-03-07
The lawsuit was both costly and distracting for GDW, at a time when the RPG industry was beginning a contraction. GDW would stumble on for a few more years before ceasing operations in 1995. (Interestingly, TSR -- $30 million in debt -- was sold to Wizards of the Coast in 1997, a victim of poor management and market forces.)
Quality of production appears to be high, and the basic game is relatively simple. Much of the book is taken up with elective add-ons. It's a shame Mythus wasn't allowed to continue.
Wayne Gralian
Wayne's World of Books
Great book. Great RPG system.Review Date: 1998-06-23
Mythus: The idiocy of TSRReview Date: 2000-06-15

Used price: $13.40

A necessary book for a great game...Review Date: 2007-12-27
This book, "Rifts Book of Magic" is one of the best books to buy for someone just starting out with Rifts. Within the game world of Rifts there are a myriad of magics and a myriad of spells in many different books. This book brings all that information together in one volume. In addition to the master lists for this information there are rules clarifications, in-game examples, tips on running "magic-oriented" games and much more.
I would consider this book one of four necessary books to have when playing Rifts... Additionally I would suggest the "Rifts Ultimate Edition" core rulebook as well as the "Rifts Game Master Guide" and the "Rifts Adventure Guide". With these four books in hand you have all you need to not just play the game but plan your next purchases in an intelligent fashion.
One, among many great Palladium books.Review Date: 2006-11-04
Score one for Kevin!Review Date: 2003-08-11

Used price: $24.23

Best SAGA Supplement to date!!!!Review Date: 2009-01-06
You will never find a more wretched hive of scum and villainy.Review Date: 2008-11-19
That having been said there's almost nothing for Jedi here (they receive only one talent) so if you're playing a Jedi campaign and pressed for money, get the Knights of The Old Republic guide which came out in August. A breakdown of the book:
Chapter I: Character Options:
Here we get stats for the new species Blood Carver, Clawdite, Falleen, Gand, Jawa, Ryn, Toydarian, and Ubese. Honestly, these races are wonderful and really thought out. I wasn't the biggest fan of the KoTOR races, which i felt were too powerful, but these are just great.
All the classes get new talents. There's a whole new Noble talent tree called Disgrace, and previous trees receive major additions; most notably the Scoundrel's Fortune, Misfortune and Spacer trees, the Scout's Fringer tree, and the Soldier's Brawler tree. There's also new high tier talents that promote staying in a base class for an extended time.
New feats include Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deadly Sniper, Deceptive Drop, Desperate Gambit, Duck and Cover, Fleet-footed, Friends in Low Places, Hasty Modifications, Hideous Visage, Impersonate, Impetuous Move, Impulsive Fight, Knife Trick, Lightning Draw, Metamorph, Opportunistic Retreat, Resurgence, Signature Device, Slippery Maneuver, Staggering Attack, Stay Up, Superior Tech, Tactical Advantage, and Wicked Strike.
Prestige classes receive lots of love. Ace Pilot gets the very Han Solo-ish Blockade Runner tree, Bounty Hunter gets some new talents and a new tree (Gand Findsman), Crime Lord is HUGELY expanded on (14 new talents!). Gunslinger gets a new talent and a new Pistoleer tree, based around dual wielding pistols. New prestige classes include Assassin, Charlatan (think Lando Calrissian), and Outlaw. Also, The Force Unleashed's Master Privateer class is updated here, with a new write-up and a new Piracy tree.
Chapter II: Outlaw Tech
This is a huge chapter on upgrading weapons and armor using a new slot based system. There's also a nice section on installing illegal upgrades to ships as well as some brand new starships (some with deckplans).
Chapter III: Fringe Campaigns
This chapter has some really great information on running a campaign set in the seedy parts of the galaxy. It also has an awesome table that helps build jobs for characters and calculates appropriate XP and Credit rewards. There's information on bounty hunting and running famous smuggling runs (The Kessel Run!) as well as information on the justice system and penalties for breaking the law.
Chapter IV: Fringe Elements
This part lists some famous fringe characters (Tyber Zann, Xizor, Zam Wessell, Zuckuss, etc.) as well as many archetypes. It also goes on to list some famous criminal organizations (lots of fluff here)and relevant starships.
Chapter V: Port Nadir
This entire chapter is dedicated to fleshing out Point Nadir, which is a fully realized shadowport that can be inserted into any campaign. I haven't gotten much into it, but it seems extraordinarily detailed.
Chapter VI: Mini-Adventures
Pretty self-explanatory. Rodney Thompson (the game's designer) said that in many campaigns a character will start off as a bounty hunter or a smuggler but will soon start working for a larger organization as the main focus of the story comes into play. So characters that call themselves "smugglers" don't very often do smuggling by a certain point in the game. He put these adventures in here to keep characters doing what they want to do in between the main story arc. 8 mini-adventures are here, all of varying CLs and themes.
Chapter VII: The Fell Star
An entire fringe adventure. I haven't played it yet but as soon as I do, I'll update it here.
That just about wraps us up. So like I said, if you're not a Jedi you should definitely consider purchasing this book. It has tons of invaluable information.
Old School Meets New SchoolReview Date: 2008-12-05
This was the side of Star Wars most often represented in West End Game's line of Star Wars RPG books in the 80s and 90s, and now WotC has picked up where they left off almost 10 years ago, forgoing the Jedi and the Force, and presenting the kind of lives Han Solo, Lando Calrissian and Boba Fett lived.
Like every other book in the line, this book contains a little bit of everything (except for anything dealing with the Force). You get new species, starships (and 2 new deckplans), weapons & equipment, etc... But what you also get is an entire chapter based around Point Nadir, an entirely new little slice of Star Wars never before written about. And after that chapter, you get page after page of fleshed-out adventures (something not usually seen in WotC's Star Wars line).
Rounding everything out are tons of "hidden" little nuggets of Star Wars gaming goodness: extensive docking bay generation tables, actual rules for nearly every kind of underworld job there is, and even how to navigate the Kessel Run. You get a few pages on exactly what happens if the heroes get arrested, from the arrest itself all the way through to the trail - with rules for everything along the way. I so badly want to run a courtroom scene with my heroes on trial now.
This review may seem little scattershot, but then again, so is this book. This is one of those rare few RPG books you can read from cover to cover, and yet, there is so much information on so many things, so many aspects of the Star Wars universe, that it's hard to pin the book down.
But needless to say, this is a 5-star book all the way, and like pretty much every other book released for this line thus far, it's practically required reading.
Related Subjects:
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152